Do you have a problem to build in webGL?
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rokawar
✭✭
Hello,
I have started to rewrite my game and then to work directly with the photon WebGL (PUN-WebGL-1-50-3-r2787).
Some problems for me :
- You can't switch platform (exemple PC build for fast build and test).
- I have the following message when i try to build my WebGL project or the default photon project "UnusedBytecodeStripper2.exe did not run properly!", i have hear that maybe this problem come from unity. I have make some test and it seem to be that when i have the folder Plugins (below the Photon Unity Networking folder) i got this error, if i remove it and some other file, i can build.
Error Log :
Another question , why we need to use the Turnbased to run our WebGL?
That mean that if we have buyed a server license to run a loadbalancing by using the same code as Photon PUN, it will not work for the WebGl?
Maybe a new forum for the WebGL stuff only will be nice in order to be concentrated on it.
Have a good day.
I have started to rewrite my game and then to work directly with the photon WebGL (PUN-WebGL-1-50-3-r2787).
Some problems for me :
- You can't switch platform (exemple PC build for fast build and test).
- I have the following message when i try to build my WebGL project or the default photon project "UnusedBytecodeStripper2.exe did not run properly!", i have hear that maybe this problem come from unity. I have make some test and it seem to be that when i have the folder Plugins (below the Photon Unity Networking folder) i got this error, if i remove it and some other file, i can build.
Error Log :
0.1 kb 0.0% Assets/Photon Unity Networking/Demos/DemoSynchronization/CubeLerp.cs 0.1 kb 0.0% Assets/Photon Unity Networking/Demos/DemoHub/MoveCam.cs 0.1 kb 0.0% Assets/Photon Unity Networking/Demos/DemoHub/HubGui.cs 0.1 kb 0.0% Assets/Photon Unity Networking/Plugins/PhotonNetwork/Room.cs 0.0 kb 0.0% Assets/Photon Unity Networking/Demos/Demo2DJumpAndRunWithPhysics/Sprites/CharacterFrictionless.physicsMaterial2D Invoking UnusedByteCodeStripper2 with arguments: -out "C:\Users\Roka\Desktop\PUN-WebGL-1-50-3-r2787\Temp\StagingArea\Data\Managed" -l none -c link -x "C:\Program Files (x86)\Unity 5 Final\Editor\Data\Tools\native_link.xml" -f "C:\Program Files (x86)\Unity 5 Final\Editor\Data\il2cpp\LinkerDescriptors" -x "C:\Users\Roka\Desktop\PUN-WebGL-1-50-3-r2787/Temp/StagingArea/Data/methods_pointedto_by_uievents.xml" -d "C:\Users\Roka\Desktop\PUN-WebGL-1-50-3-r2787\Temp\StagingArea\Data\Managed" -a "C:\Users\Roka\Desktop\PUN-WebGL-1-50-3-r2787\Temp\StagingArea\Data\Managed\Assembly-CSharp-firstpass.dll" -a "C:\Users\Roka\Desktop\PUN-WebGL-1-50-3-r2787\Temp\StagingArea\Data\Managed\Assembly-CSharp.dll" -a "C:\Users\Roka\Desktop\PUN-WebGL-1-50-3-r2787\Temp\StagingArea\Data\Managed\UnityEngine.UI.dll" -a "C:\Users\Roka\Desktop\PUN-WebGL-1-50-3-r2787\Temp\StagingArea\Data\Managed\Photon3Unity3D.dll" -a "C:\Users\Roka\Desktop\PUN-WebGL-1-50-3-r2787\Temp\StagingArea\Data\Managed\websocket-sharp.dll" Failed running C:\Program Files (x86)\Unity 5 Final\Editor\Data\Tools/UnusedByteCodeStripper2/UnusedBytecodeStripper2.exe -out "C:\Users\Roka\Desktop\PUN-WebGL-1-50-3-r2787\Temp\StagingArea\Data\Managed" -l none -c link -x "C:\Program Files (x86)\Unity 5 Final\Editor\Data\Tools\native_link.xml" -f "C:\Program Files (x86)\Unity 5 Final\Editor\Data\il2cpp\LinkerDescriptors" -x "C:\Users\Roka\Desktop\PUN-WebGL-1-50-3-r2787/Temp/StagingArea/Data/methods_pointedto_by_uievents.xml" -d "C:\Users\Roka\Desktop\PUN-WebGL-1-50-3-r2787\Temp\StagingArea\Data\Managed" -a "C:\Users\Roka\Desktop\PUN-WebGL-1-50-3-r2787\Temp\StagingArea\Data\Managed\Assembly-CSharp-firstpass.dll" -a "C:\Users\Roka\Desktop\PUN-WebGL-1-50-3-r2787\Temp\StagingArea\Data\Managed\Assembly-CSharp.dll" -a "C:\Users\Roka\Desktop\PUN-WebGL-1-50-3-r2787\Temp\StagingArea\Data\Managed\UnityEngine.UI.dll" -a "C:\Users\Roka\Desktop\PUN-WebGL-1-50-3-r2787\Temp\StagingArea\Data\Managed\Photon3Unity3D.dll" -a "C:\Users\Roka\Desktop\PUN-WebGL-1-50-3-r2787\Temp\StagingArea\Data\Managed\websocket-sharp.dll" stdout: Fatal error in Mono CIL Linker System.Exception: Error processing method: 'System.Void WebSocketSharp.Net.HttpListenerAsyncResult::complete(WebSocketSharp.Net.HttpListenerAsyncResult)' in assembly: 'websocket-sharp.dll' ---> Mono.Cecil.ResolutionException: Failed to resolve System.Boolean System.Threading.ThreadPool::UnsafeQueueUserWorkItem(System.Threading.WaitCallback,System.Object) at Mono.Linker.Steps.MarkStep.MarkMethod (Mono.Cecil.MethodReference reference) [0x00000] in <filename unknown>:0 at Mono.Linker.Steps.MarkStep.MarkInstruction (Mono.Cecil.Cil.Instruction instruction) [0x00000] in <filename unknown>:0 at Mono.Linker.Steps.MarkStep.MarkMethodBody (Mono.Cecil.Cil.MethodBody body) [0x00000] in <filename unknown>:0 at Mono.Linker.Steps.MarkStep.ProcessMethod (Mono.Cecil.MethodDefinition method) [0x00000] in <filename unknown>:0 at Mono.Linker.Steps.MarkStep.ProcessQueue () [0x00000] in <filename unknown>:0 --- End of inner exception stack trace --- at Mono.Linker.Steps.MarkStep.ProcessQueue () [0x00000] in <filename unknown>:0 at Mono.Linker.Steps.MarkStep.Process () [0x00000] in <filename unknown>:0 at Mono.Linker.Steps.MarkStep.Process (Mono.Linker.LinkContext context) [0x00000] in <filename unknown>:0 at Mono.Linker.Pipeline.Process (Mono.Linker.LinkContext context) [0x00000] in <filename unknown>:0 at Mono.Linker.Driver.Run () [0x00000] in <filename unknown>:0 at Mono.Linker.Driver.RunDriver (Mono.Linker.Driver driver) [0x00000] in <filename unknown>:0 stderr:
Another question , why we need to use the Turnbased to run our WebGL?
That mean that if we have buyed a server license to run a loadbalancing by using the same code as Photon PUN, it will not work for the WebGl?
Maybe a new forum for the WebGL stuff only will be nice in order to be concentrated on it.
Have a good day.
0
Comments
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Hi,
The package you use is beta version and has some temporal limitations like WebGL only support and turnbased server usage requirement.
We hope make release soon.
Thanks for dll error workaround. I deleted dll to export and restored it to build project in editor before.0